GShock wrote:You shouldn't be so judgemental with yourself madgamer, it's just a game. There's only one way to improve, and it is: to play.
Jabberwock wrote:Indeed. I played my first PBEM a year ago. I still recall my horror at discovering that the wonderful strategies that I had worked so hard to figure out against the AI (losing many times in the process), just made me look foolish when I tried them on a human.
madgamer wrote:The interface of a game like this is huge and complex and there is much to do each turn and playing to enjoy the game in a "by the seat of your pants" is not possible for me.
Madgamer
aryaman wrote:I think the game has indeed a steep learning curve, in large part because there is little feedback provided by the game.
difficultly of forming divisions, lack of feedback (on map, in battles), lack of filtering/sorting reports, tedium of gathering recruits (i.e. recruiting depot option), only one kind of Sentry (my hobby horse!), lack of table of organization and equipment and the ability to easily change TO&E, etc.
Hundreds of forum posts, including several of the above, mention the difficultly of forming divisions, lack of feedback (on map, in battles), lack of filtering/sorting reports, tedium of gathering recruits (i.e. recruiting depot option), only one kind of Sentry (my hobby horse!), lack of table of organization and equipment and the ability to easily change TO&E, etc.
Korrigan wrote:Interesting suggestions list.
Gray_Lensman wrote:The problem is pleasing both sides... My thoughts are to get the historical accuracy built into it as the standard game, and have some more options for casual and beginning gamers to be able to choose things like more money, conscripts, and war supplies via a multiplier. This is one of the best ways to please both sides. Unfortunately, it takes time to fix things and I have been working at the historical accuracy part now for 9+ months and I am only now getting near to finishing certain aspects of it, with some of the other smaller items yet to be started. The RR part by itself was huge.
Anyhow, I am diverging... I should be asking a question instead of making a confusing statement...
Would it be of interest to have the capability to have more resources (via a multiplier for example)?
denisonh wrote:I am all for helping Pocus and company "improve the game". I think there is room in terms of interface and assisting players in managing the units.
I think there is room for "tweaking" the model(s) to improve both historical accuracy and playability (two objectives that are naturally at odds).
But I also would voice concerns about making a "eliminating" strategic choices in the game with respect to supply. Campaign planning, which in my opinion is a key aspect of this game, is fundamentally impacted by a thing called "feasibility". In particular, the operational and strategic logistical concerns. Both in an strategic and operational sense, logistics is and was a key factor in planning and execution of military campaigns. Creating more "transparancy" to ensure that player understands how supply works both as a function of affecting operations and impact by player decisions is a good idea. Eliminating supply as an issue undermines one of the more important elements of the game.
Keep the supply issues at the front in terms of game play but find a way to provide some kind of way to provide the player the information/understanding to assist the decision making process.
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